Storage medium having game program stored thereon and game apparatus

ABSTRACT

In a coordinate detection step, a series of coordinate values each of which indicates a position which is on a display screen and is inputted through a pointing device, are detected at intervals of a unit time. Further, an operation state determination step determines whether or not a player is controlling a first object with the pointing device. When the operation state determination step determines that the player is controlling the first object, the selection determination step determines whether or not an input track of the pointing device forms an enclosed area for enclosing a second object based on the series of coordinate values. When the enclosed area has been formed, the first object and the second object are caused to perform predetermined actions.

CROSS REFERENCE OF RELATED APPLICATION

This application is a divisional of application Ser. No. 11/349,251filed Feb. 8, 2006, which claims priority to Japanese Patent ApplicationNo. 2005-136542, both of which are incorporated herein by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a storage medium having a game programstored thereon and a game apparatus, and more particularly to a storagemedium having stored thereon a game program and a game apparatus forwhich a pointing device is used as an input device.

2. Description of the Background Art

Conventionally, there is a game in which a player causes an object toperform a predetermined action such as attacking another object. Theobject is caused to perform the predetermined action in the followingmethods.

For example, in a game such as an ARPG (action roll playing game), whena player object is moved so as to be very close to an opponent object, aplayer presses an attack button, whereby, for example, a playercharacter attacks the opponent character with a sword.

Further, in a game introduced in “Famitsu, the extra number, PikminBook” (ENTERBRAIN, INC. pages 36 to 37, November, 2001), a player canmove a player object having a plurality of first objects and further theplayer can control a controller stick so as to aim a cursor at a target.While aiming the cursor at the target, the player presses a button,whereby the player object throws one of the plurality of first objectsat the target. The remaining first objects automatically start toperform a predetermined action, such as attacking the target, accordingto what the target is.

However, the conventional method as described above have the followingproblems.

Firstly, when a player desires to cause a player object to attack anopponent object, the player moves the player object so as to approachthe opponent object and presses an attack button. This series ofoperations may not be necessarily appropriate depending on a gamecontent.

Further, when a method is used in which a player character throwsobjects held by the player character so as to automatically start apredetermined action, an operation for turning a cursor to a target isrequired before the predetermined action is automatically started.Therefore, depending on a game content, the player will be bothered withthe operation for turning the cursor to the target, therebydeteriorating controllability for the player.

SUMMARY OF THE INVENTION

Therefore, a storage medium has been invented having stored thereon agame program and a game apparatus which can enhance controllability byallowing a player to intuitively perform selection operation.

A first aspect of the disclosure herein is directed to a storage mediumhaving stored thereon a game program which causes a computer, in a gameapparatus comprising a display screen (12) for displaying a game imageand a pointing device (15) associated with the display screen, toexecute: a coordinate detection step (S2); an operation statedetermination step (S9); a selection determination step (S51); and aneffect action process step (S53 and S54). The coordinate detection stepdetects, at intervals of a unit time, a series of coordinate values eachof which is inputted through the pointing device and indicates aposition on the display screen, based on an output signal from thepointing device. The operation state determination step determineswhether or not a player is controlling a first object with the pointingdevice, based on the output signal from the pointing device. Theselection determination step determines, when the operation statedetermination step determines that the player is controlling the firstobject, whether or not a second object is selected based on the seriesof coordinate values detected in the coordinate detection step. Theeffect action process step causes either one of the first object and thesecond object to perform an action for exerting an effect on the otherwhen the selection determination step determines that the second objectis selected.

In a second aspect based on the first aspect, the selectiondetermination step determines whether or not an input track made by theplayer forms a track for enclosing the second object based on the seriesof coordinate values detected in the coordinate detection step, anddetermines that the second object is selected when the track forenclosing the second object is determined to have been formed.

In a third aspect based on the first aspect, the game program causes thecomputer to further execute: a line segment calculation step (S43); anintersection determination step (S46); and a presence determination step(S51). The line segment calculation step calculates, based on the seriesof coordinate values detected in the coordinate detection step, aplurality of line segments each of which connects two consecutivecoordinate points. The intersection determination step determineswhether or not an input track formed of the plurality of line segmentsintersects a final line segment among the plurality of line segments.The presence determination step determines, when the intersectiondetermination step determines that the input track intersects the finalline segment, whether or not the second object is present in an areawhich is on the display screen and is enclosed by the input track.Further, the selection determination step determines that the secondobject is selected when the presence determination step determines thatthe second object is present in the area which is on the display screenand is enclosed by the input track.

In a fourth aspect based on the first aspect, the selectiondetermination step determines whether or not an input track made by theplayer passes through the second object based on the series ofcoordinate values detected in the coordinate detection step, anddetermines that the second object is selected when the input track madeby the player is determined to have passed through the second object.

A fifth aspect of the disclosure herein is directed to a storage mediumhaving stored thereon a game program which causes a computer, in a gameapparatus comprising a display screen (12) for displaying a game imageand a pointing device (15) associated with the display screen, toexecute: a coordinate detection step (S2); a line segment calculationstep (S43); an enclosure determination step (S47); a selection step(S81); and an action process step (S83 and S84). The coordinatedetection step detects, at intervals of a unit time, a series ofcoordinate values each of which is inputted through the pointing deviceand indicates a position on the display screen, based on an outputsignal from the pointing device. The line segment calculation stepcalculates, based on the series of coordinate values detected in thecoordinate detection step, a plurality of line segments each of whichconnects two consecutive coordinate points. The enclosure determinationstep determines whether or not the input track formed of the pluralityof line segments encloses at least one object on the display screen. Theselection step selects, when the enclosure determination step determinesthat the at least one object is enclosed, the at least one object. Theaction process step causes, when the selection step selects the at leastone object, the selected object to perform a predetermined action.

In a sixth aspect based on the fifth aspect, the game program causes thecomputer to further execute an intersection determination step and apresence determination step. The intersection determination stepdetermines whether or not the input track formed of the plurality ofline segments intersects a final line segment among the plurality ofline segments. The presence determination step determines, when theintersection determination step determines that the input trackintersects the final line segment, whether or not the at least oneobject is present in an area which is on the display screen and isenclosed by the input track. Further, the selection step selects the atleast one object which is determined, in the presence determinationstep, to be present in the area which is on the display screen and isenclosed by the input track.

A seventh aspect of the disclosure herein is directed to a storagemedium having stored thereon a game program which causes a computer, ina game apparatus comprising a display screen (12) for displaying a gameimage and a pointing device (15) associated with the display screen, toexecute: a coordinate detection step (S2); a line segment calculationstep (S43); a compensated track calculation step (S44); a compensatedtrack storage step (S44); and a game process step. The coordinatedetection step detects, at intervals of a unit time, a series ofcoordinate values each of which is inputted through the pointing deviceand indicates a position on the display screen, based on an outputsignal from the pointing device. The line segment calculation stepcalculates, based on the series of coordinate values detected in thecoordinate detection step, a plurality of line segments each of whichindicates a distance and a direction between two consecutive coordinatepoints. The compensated track calculation step calculates a compensatedinput track by subjecting, to a predetermined calculation, the pluralityof line segments having been calculated. The compensated track storagestep stores, in a memory, the compensated input track having beencalculated. The game process step performs a predetermined game processbased on the stored compensated input track.

In an eighth aspect based on the seventh aspect, the game program causesthe computer to further execute a compensating line segment generationstep (S44) of storing, in the memory, a line segment obtained bysubjecting a final line segment among the plurality of line segments toa predetermined calculation as a compensating line segment. Further, thecompensated track calculation step calculates the compensated inputtrack by adding the compensating line segment to the plurality of linesegments.

In a ninth aspect based on the seventh aspect, the game program causesthe computer to further execute: an operation state determination step(S9); a presence determination step (S51); and an effect action processstep (S53 and S54). The operation state determination step determineswhether or not a player is controlling a first object with the pointingdevice, based on the output signal from the pointing device. Thepresence determination step determines, when the operation statedetermination step determines that the player is controlling the firstobject, whether or not a second object is present in an area which is onthe display screen and is enclosed by the compensated input track. Theeffect action process step causes either one of the first object and thesecond object to perform an action for exerting an effect on the otherwhen the presence determination step determines that the second objectis present in the area which is on the display screen and is enclosed bythe compensated input track.

In a tenth aspect based on the seventh aspect, the game program causesthe computer to further execute a presence determination step and aselection step. The presence determination step determines whether ornot an object is present in an area which is on the display screen andis enclosed by the compensated input track. The selection step selectsthe object which is determined, in the presence determination step, tobe present in the area which is on the display screen and is enclosed bythe compensated input track.

A game apparatus is disclosed herein comprising a computer having thegame program executed. For example, the game apparatus may comprise adisplay screen for displaying a game image and a pointing deviceassociated with the display screen. The game apparatus comprises: acoordinate detection section for detecting, at regular time intervals, aseries of coordinate values each of which is inputted through thepointing device and indicates a position on the display screen, based onan output signal from the pointing device; an operation statedetermination section for determining whether or not a player iscontrolling a first object with the pointing device, based on the outputsignal from the pointing device; a selection determination section fordetermining, when the operation state determination section determinesthat the player is controlling the first object, whether or not a secondobject is selected based on the series of coordinate values detected inthe coordinate detection step; and an effect action process section forcausing either one of the first object and the second object to performan action for exerting an effect on the other when the selectiondetermination step determines that the second object is selected.

According to the first aspect, when a character is being controlledusing the pointing device, selection operation can be included in theprocess for controlling the character using the pointing device. As aresult, an additional operation such as pressing a button for selectioncan be eliminated, thereby providing a player with a game havingimproved controllability.

According to the second aspect, selection is possible by performing anoperation of “enclosing”. Therefore, the player can more intuitively andeasily perform an operation with improved controllability. Further, the“enclosing” operation can be performed according to the player'sintention, whereby the selection will not be performed against theplayer's intention due to an erroneous operation and the like. Thereby,the player can be provided with a game having improved controllability.

According to the third aspect, when an input track obtained by onestroke input from the player intersects itself and an object is presentin an area which is on a screen and is enclosed by the input track, theobject is selected. Therefore, as in the second aspect, the player canintuitively select an object according to the player's intention.

According to the fourth aspect, when the input track obtained by the onestroke input from the player passes through an object, the object isselected. Thereby, the player can intuitively select an object accordingto the player's intention.

According to the fifth aspect, when it is determined that apredetermined object on a screen is enclosed by an input track obtainedby one stroke input from the player using the pointing device, theobject is selected, and the enclosed object can be caused to perform apredetermined action. Accordingly, the player can be provided with agame which can be more intuitively controlled as compared to aconventional game requiring an additional operation such as pressing abutton for selection.

According to the sixth aspect, when an input track obtained by onestroke input from the player intersects itself and an object is presentin an area which is on a screen and is enclosed by the input track, theobject is selected. Accordingly, as in the third aspect, the player canintuitively select an object according to the player's intention.

According to the seventh aspect, an input operation performed by aplayer using the pointing device can be compensated. Therefore, in acase where, although the player thinks that the player has completed theoperation according to the player's intention, the operation may havenot been actually completed, the operation can be compensated so as torealize an operation as intended by the player. Accordingly, the playercan be provided with a game having improved controllability.

According to the eighth aspect, a final portion of the input trackobtained by one stroke input from the player is compensated. Therefore,the player's intention can be further reflected in the compensatingoperation.

According to the ninth aspect, an operation of causing a predeterminedobject to perform a predetermined action can be included in the processfor controlling a character with the pointing device. Therefore, anadditional operation such as pressing a button for selection or fordetermining an action can be eliminated, thereby providing the playerwith a game having improved controllability.

According to the tenth aspect, an operation performed by a player usingthe pointing device can be compensated so as to select a predeterminedobject. Therefore, a situation can be avoided in which, although theplayer thinks that an operation for selecting an object has beenperformed, the selection has not been performed according to theplayer's intention. Thereby, the player can be provided with a gamehaving improved controllability.

These and other objects, features, aspects and advantages of the presentinvention will become more apparent from the following detaileddescription of the present invention when taken in conjunction with theaccompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a view illustrating an outer appearance of a game apparatusaccording to an embodiment of the present invention;

FIG. 2 is a diagram illustrating an internal structure of the gameapparatus shown in FIG. 1;

FIG. 3 shows an example of a game screen according to an embodiment ofthe present invention;

FIG. 4 is a diagram illustrating a state in which a single playercharacter is designated;

FIG. 5 is a diagram illustrating a state in which a plurality of playercharacters are designated;

FIG. 6 is a diagram illustrating an array of a plurality of playercharacters;

FIG. 7 is a diagram illustrating an array of a single player character;

FIG. 8 is a diagram illustrating a state of the plurality of playercharacters being moved;

FIG. 9 is a diagram illustrating a state of the single player characterbeing moved;

FIG. 10 is a diagram illustrating a state of the array being moved;

FIG. 11 is a diagram illustrating an operation for enclosing an opponentcharacter 43 with a stick 16 touching a touch panel;

FIG. 12 is a diagram illustrating a state of the opponent character 43being attacked;

FIG. 13 is a diagram illustrating an operation for enclosing the playercharacters 41 which do not belong to the array;

FIG. 14 is a diagram illustrating a state of the enclosed playercharacters 41 being added to the array;

FIG. 15 is a diagram illustrating a memory map of a RAM 24 shown in FIG.2;

FIG. 16 is a diagram illustrating an example of an input coordinate list252;

FIG. 17 is a diagram illustrating an example of a task contentdetermination table 253;

FIG. 18 is a table providing a listing of respective flags used for theembodiment;

FIG. 19 is a flow chart illustrating a flow of a game process executedby the game apparatus 10;

FIG. 20 is a flow chart illustrating in detail a focusing process ofstep S5 shown in FIG. 19;

FIG. 21 is a flow chart illustrating in detail an operation circleindication process of step S6 shown in FIG. 19;

FIG. 22 is a flow chart illustrating in detail an in-operation processof step S10 shown in FIG. 19;

FIG. 23 is a flow chart illustrating in detail an intersectiondetermination process of steps S45 and S49 shown in FIG. 22;

FIG. 24 is a diagram illustrating a state in which the opponentcharacter is being enclosed;

FIG. 25 is a diagram illustrating an example of a compensated inputtrack;

FIG. 26 is a flow chart illustrating in detail a non-in-operationprocess of step S11 shown in FIG. 19; and

FIG. 27 is a flow chart illustrating in detail an array forming processof step S61 shown in FIG. 26.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

Hereinafter, a configuration and an operation of a game apparatusaccording to an embodiment of the present invention will be described.

FIG. 1 is a view illustrating an outer appearance of a game apparatusaccording to an embodiment of the present invention. In FIG. 1, a gameapparatus 10 includes a first liquid crystal display (hereinafter,referred to as “an LCD”) 11 and a second LCD 12. A housing 13 iscomposed of an upper housing 13 a and a lower housing 13 b. The firstLCD 11 is accommodated in the upper housing 13 a and the second LCD 12is accommodated in the lower housing 13 b. Each of the first LCD 11 andthe second LCD 12 has a resolution of 256 dots×192 dots. Although in thepresent embodiment, an LCD is used as a display device, any otherdisplay device, for example, a display device using an EL (electroluminescence), can be used. The resolution of display may be arbitrarilychosen.

On the upper housing 13 a, provided are sound holes 18 a and 18 b foroutputting a sound from a pair of loudspeakers 30 a and 30 b shown inFIG. 2 described below.

On the lower housing 13 b, provided as input devices are a cross switch14 a, a start switch 14 b, a select switch 14 c, an A button 14 d, a Bbutton 14 e, an X button 14 f, a Y button 14 g, an L button 14L and an Rbutton 14R. Further, the second LCD 12 has a touch panel 15 mounted onthe screen thereof as another input device. Moreover, the lower housing13 b is provided with a power supply switch 19, and respectivereceptacles into which a memory card 17 and a stick 16 are inserted.

The touch panel 15 may be of any type such as a resistive film type, anoptical type (infrared type), or a capacitive coupling type. The touchpanel 15 has a function of outputting, when the touch panel 15 has itssurface touched by the stick 16, coordinate data corresponding to thetouched position. Although in the present embodiment a player controlsthe touch panel 15 with the stick 16, the player can control the touchpanel 15 with a pen (stylus pen) or a finger instead of the stick 16. Inthe present embodiment, the touch panel 15 has a resolution (detectionaccuracy) of 256 dots×192 dots, similar to the resolution of the secondLCD 12. However, the touch panel 15 need not necessarily have the sameresolution as the second LCD 12.

The memory card 17 is a storage medium having a game program storedthereon, and is detachably inserted into a receptacle provided in thelower housing 13 b.

Next, referring to FIG. 2, the internal structure of the game apparatus10 will be described.

In FIG. 2, a CPU core 21 is mounted on the electronic circuit board 20accommodated in the housing 13. Via a bus 22, the CPU core 21 isconnected to a connector 23, an input/output interface circuit (denotedas an I/F circuit in FIG. 2) 25, a first graphics processing unit(hereinafter, referred to as “GPU”) 26, a second GPU 27, a RAM 24, anLCD controller 31, and a wireless communication section 33. The memorycard 17 is detachably connected to the connector 23. The memory card 17includes a ROM 17 a for storing a game program and a RAM 17 b forstoring backup data in a rewritable manner. A game program stored in theROM 17 a of the memory card 17 is loaded to the RAM 24, and the gameprogram having been loaded to the RAM 24 is executed by the CPU core 21.Temporary data obtained by the CPU core 21 executing the game programand data from which to generate game images are stored in the RAM 24 inaddition to the game program. The touch panel 15, the right loudspeaker30 a, the left loudspeaker 30 b and an operation switch section 14including the cross switch 14 a, the A button 14 d and the like as shownin FIG. 1 are connected to the I/F circuit 25. The right loudspeaker 30a and the left loudspeaker 30 b are placed inside the sound holes 18 aand 18 b, respectively.

The first GPU 26 is connected to a first video-RAM (hereinafter “VRAM”)28. The second GPU 27 is connected to a second VRAM 29. In accordancewith an instruction from the CPU core 21, the first GPU 26 generates afirst game image using the data stored in the RAM 24 for generating agame image, and writes image data into the first VRAM 28. Similarly, inaccordance with an instruction from the CPU core 21, the second GPU 27generates a second game image, and writes image data into the secondVRAM 29. The first VRAM 28 and the second VRAM 29 are connected to theLCD controller 31.

The LCD controller 31 include a register 32. The register 32 stores avalue “0” or “1” in accordance with an instruction from the CPU core 21.When the register 32 stores a value “0”, the LCD controller 31 outputsto the first LCD 11 the first game image which has been written into thefirst VRAM 28, and outputs to the second LCD 12 the second game imagewhich has been written into the second VRAM 29. On the other hand, whenthe register 32 stores a value “1”, the LCD controller 31 outputs to thesecond LCD 12 the first game image which has been written into the firstVRAM 28, and outputs to the first LCD 11 the second game image which hasbeen written into the second VRAM 29.

The aforementioned configuration of the game apparatus 10 is an example.Computer systems having a pointing device such as a touch panel, a mouseor a touch pad and at least one display device are suitable for the gameapparatus disclosed herein. Further, the game program may be supplied tothe computer system not only through an external storage medium such asthe memory card 17 but also through a wired or a wireless communicationline. Moreover, the game program may be previously stored in anon-volatile storage device in the computer system.

Next, with reference to FIGS. 3 to 12, an outline of the game accordingto the present embodiment will be described. FIG. 3 shows an example ofa game screen according to the present embodiment. In the game, aplurality of player characters 41 are scattered on the screen. In aninitial state, each of the player characters 41 individually performs anaction according to its action program. In this state, a player performsan operation so as to designate, as targets to be controlled, one ormore player characters 41 among the plurality of player characters 41scattered on the screen. The designating operation can be performed intwo methods. In one method, a single player character 41 is designated.In the other method, a plurality of player characters 41 are designated.When a single player character 41 is designated, the stick 16 or afinger is directly pressed against the player character 41 to bedesignated as shown in FIG. 4. On the other hand, when a plurality ofplayer characters are designated, a group of the player characters to bedesignated is enclosed using the stick 16. Specifically, as shown inFIG. 5, a player moves the stick 16 on the touch panel 15. At this time,the player performs an operation for enclosing arbitral playercharacters 41 by a track obtained by moving the stick 16. The trackindicates positions at which the player makes a series of inputs on thetouch panel 15. Hereinafter, the track is referred to as an input track.When the group of the arbitral player characters is enclosed, theenclosed player characters are preferably gathered into an array. Atthis time, as shown in FIG. 6, the player character group is enclosed bya red circle 61 (hereinafter, referred to as an instruction waitingcircle) for display. Hereinafter, a state of the player character groupbeing enclosed by the instruction waiting circle is referred to as aninstruction enabled state. Also when a single player character 41 isdesignated, the single player character 41 is enclosed by theinstruction waiting circle. That is, when the single player character 41is designated, an array of the single player character 41 is formed asshown in FIG. 7. When a player touches the array in the instructionenabled state, the instruction waiting circle 61 changes to a yellowcircle 62 (hereinafter, referred to as an operation circle) so as toindicate the operation circle until the player removes the stick 16 fromthe touch panel 15. This operation circle indicates that the array isbeing moved and also indicates that the player is touching the touchpanel 15. Hereinafter, a state of the operation circle 62 beingindicated is referred to as an in-operation state. In the in-operationstate, when the player moves the stick 16 touching the touch panel 15,the respective characters of the array start to move at respectivespeeds toward a position touched by the stick 16 (more specifically, apoint which is in a game world and corresponds to the position touchedby the stick 16) as a destination to move toward. Thus, the player candrag and move the array as shown in FIGS. 8 and 9. The player can movethe array to various positions on the screen and cause the playercharacter group of the array to perform various actions (hereinafter,referred to as “task”). The “task” includes, for example, attacking theopponent character 43, carrying fallen food 42 to a base, or adding tothe array a player character 41 which does not belong to the array. Inthis game, the operations as described above are repeated to have theplayer characters 41 live in the game world.

Further, an input track indication 51 (a thick line shown in FIG. 5)indicating an input track is displayed in the game image. The inputtrack indication 51 is displayed at positions which are on the displayscreen and correspond to positions at which a series of inputs are madeon the touch panel 15. That is, the input track indication 51 isdisplayed at positions to which a player actually moves the stick 16 onthe touch panel 15. FIG. 5 shows that the input track is near-circular.When seeing the input track indication 51, the player can clearly andintuitively recognize the input track made by the player's inputoperation. Accordingly, the player can quickly recognize whether or notthe player character 41 and the like are appropriately enclosed, and thelike. The input track indication 51 is displayed in a certain timeperiod and automatically erased.

Further, in the present embodiment, when the player characters arecaused to perform the “task”, it is necessary to designate an object onwhich the “task” is performed, that is, a target on which the “task” isperformed (hereinafter, referred to as a task target), among variousobjects on the screen. The method for designating the task target willbe described with reference to FIGS. 10 to 14. FIG. 10 is a diagramillustrating a state of the aforementioned array being moved. When inthis state a predetermined object is enclosed using the stick 16 whichis touching the touch panel 15, a predetermined “task” on the object isstarted. FIG. 11 is a diagram illustrating an operation of enclosing theopponent character 43 with the stick 16 touching the touch panel. Inthis case, as shown in FIG. 12, attack on the opponent character 43 willbe started. Further, when the player character 41 which does not belongto the array is enclosed as shown in FIG. 13, the enclosed playercharacter 41 can be added to the array as shown in FIG. 14. Thus, in thepresent embodiment, when during the movement of the array an object isenclosed using the stick 16, the characters of the array and theenclosed object can be caused to perform actions according to what theenclosed object is.

Further, in the instruction enabled state, that is, in a state of thearray being waiting for the player's instruction, the player character41 which does not belong to the array is enclosed using the stick 16,thereby adding the enclosed player character 41 to the array.

Next, data to be stored in the RAM 24 during the game process will bedescribed. FIG. 15 is a diagram illustrating a memory map in the RAM 24shown in FIG. 2. In FIG. 15, the RAM 24 includes a game program storagearea 240 and a data storage area 250. The game program storage area 240stores a game program executed by the CPU core 21. The game programincludes: a game main process program 241; a game image generationprogram 242; a game image display program 243; and a touch inputdetection program 244.

The game main process program 241 is a program for processing theaforementioned game main routine. The game image generation program 242is a program for generating, using image data 251 described below, gameimages such as the player character 41, the opponent character 43, anon-player character other than the opponent character and a backgroundobject. The game image display program 243 is a program for displayingthe game images generated by the game image generation program 242 onthe first LCD 11 and the second LCD 12.

The touch input detection program 244 detects whether or not a player ismaking a touch input at regular time intervals (for each frame in thepresent embodiment) so as to control whether the touch input flag 255described below is to be set as ON or OFF. The touch input detectionprogram 244 is also a program for (temporarily) storing, when a touchinput is being made, coordinate data corresponding to coordinatesdetected according to the touch input, in an input coordinate list 252in order of time. Here, whether or not the touch input is being made isdetermined according to whether or not the coordinate data correspondingto the coordinates detected from the touch input is being inputted fromthe touch panel 15.

The game program storage area 240 stores a sound reproduction program, abackup program and the like, which are not shown. The sound reproductionprogram is a program for reproducing a sound required for the game byusing sound data. The backup program is a program for storing (saving),in the RAM 24 of the memory card 17, data (in-progress data or resultdata of the game) generated according to progress of the game based onan instruction from a player or at a predetermined timing (event).

The data storage area 250 stores data such as image data 251, an inputcoordinate list 252, and a task content determination table 253, andflags such as an intersection flag 254, a touch input flag 255, a focusflag 256, and an in-operation flag 257.

The image data 251 is data, such as polygon data and texture data, usedfor generating game images such as a player character, a non-playercharacter like an opponent character, a background object, and apredetermined character.

The input coordinate list 252 is a collection of groups each includingan input order and the coordinate data. In the present embodiment,coordinate data inputted by a player is detected at intervals of apredetermined unit time. As shown in FIG. 16, the coordinate data isstored in the RAM 24 as a list while the player is making a series ofinputs, that is, until the player's finger or the like is not removedfrom the touch panel.

The task content determination table 253 is a table used fordetermining, based on a type of a locked-on object, a content of a taskto be actually performed. As shown in FIG. 17, the task contentdetermination table 253 is a collection of groups each including a typeof an object, content of the task process and an order of priority.

The intersection flag 254 is a flag indicating whether or not an inputtrack indicated according to the input coordinate list 252 intersectsitself, that is, whether or not an enclosed area is formed. When it isdetermined, in the intersection determination process described below,that the input track forms the enclosed area, the intersection flag 254is set as ON.

The touch input flag 255 is a flag indicating a touch input state, “ON”or “OFF”, and the touch input flag 255 switches between “ON” and “OFF”according to the touch input detection program 244.

The focus flag 256 is a flag indicating a character designated by aplayer, that is, a character to be controlled by the player, from amonga plurality of player characters 41 displayed on the screen. Therefore,each player character has its focus flag 256 set as “ON” or “OFF”. Theplayer character designated by a player has its focus flag 256 set as“ON” while the player character which is not designated by a player hasits focus flag 256 set as “OFF”. Further, the characters having theirfocus flags 256 set as “ON” form an array. That is, the characters eachhaving its focus flag 256 set as “ON”, which form an array, are enclosedby the instruction waiting circle 61.

The in-operation flag 257 is a flag indicating whether or not anyoperation is being performed using the stick 16 on the character havingits focus flag 256 set as ON (hereinafter, referred to as a focuscharacter). When the in-operation flag 257 is set as “ON”, the operationcircle 62 is indicated. When the in-operation flag 257 is set as “OFF”,a player is not controlling the focus character.

FIG. 18 shows a table providing a listing of contests of the respectiveflags for reference. Stored in the data storage area 250 are sound dataused for outputting a sound required for the game, data generatedaccording to progress of the game such as in-progress data or resultdata of the game, a flag such as an event flag, and the like, which arenot shown.

Next, with reference to FIGS. 19 to 24, a flow of the game processexecuted by the game apparatus 10 will be described. FIG. 19 is a flowchart illustrating a flow of the game process executed by the gameapparatus 10. When a power supply of the game apparatus 10 is turned on,the CPU core 21 of the game apparatus 10 executes a boot program storedin the boot ROM not shown so as to initialize each unit such as the RAM24. The game program stored in the memory card 17 is loaded to the RAM24, and the execution of the game program is started. Consequently, agame image is displayed on the first LCD 11 via the first GPU 26,thereby starting the game in step S1.

Next, it is detected in step S2 whether or not a touch input is beingmade. That is, coordinate data inputted from the touch panel 15 isdetected for. As a result, when no touch input is detected as being made(No in step S2), a touch-off process described below is performed instep S12. On the other hand, when the touch input is detected as beingmade (Yes in step S2), the touch input position is stored in the inputcoordinate list 252. That is, a series of coordinate data inputted fromthe touch panel 15 are temporarily stored in the input coordinate list252 in order of time. In the subsequent step S3, it is determinedwhether or not the touch input flag is set as “ON”, that is, it isdetermined whether the touch panel is being kept pressed (hereinafter,referred to as continuous input) or pressing on the touch panel has juststarted (hereinafter, referred to as new input).

When a determination result of step S3 is a new input (Yes in step S3),it is determined in step S4 whether or not one or more player characters41 displayed on the screen are designated. In step S4, whether or notthe player characters 41 are designated is determined according towhether or not an input coordinate position is within a hitdetermination area for the player character 41. The hit determinationarea for the player character is defined in the initialization process.Further, when the array has already been formed, it is determinedwhether or not the input coordinate position is within a hitdetermination area for the array. The hit determination area for thearray is defined in the touch-off process described later (step S12).

When it is determined in step S4 that no player character 41 isdesignated (No in step S4), the process is advanced to a screen writingprocess of step S7. On the other hand, it is determined in step S4 thatone or more player characters 41 are designated (Yes in step S4), afocusing process is performed in step S5 in which the designated playercharacter 41 is set as a focus character. FIG. 20 is a flow chartillustrating in detail the focusing process of step S5. Here, by settingthe focus flag 256 for the designated player character 41 as ON, thedesignated player character 41 is set as the focus character (acharacter which can be controlled by a player).

In FIG. 20, initially, it is determined in step S21 whether or not thefocus flag 256 for the designated player character is set as “ON”. Whenit is determined that the focus flag 256 is set as “OFF” (No in stepS21), the focus flags 256 for all the player characters 41 are set as“OFF” in step S22. This is because some player characters may have theirfocus flags 256 set as “ON”, and therefore the focus flags 256 for allthe player characters 41 are reset to “OFF”, that is, all thedesignations are cancelled. Next, the focus flag 256 for the designatedplayer character 41 is set as “ON” in step S23. Thereby, even when someplayer characters 41 have already been designated as the focuscharacters, only the player character 41 which is currently designatedcan be designated as the focus character. On the other hand, when it isdetermined in step S21 that the focus flag 256 has already been set as“ON” (Yes in step S21), the player character which has already been setas the focus character of an array is designated, and therefore thefocusing process is ended. Until the player starts to control the focuscharacters, the focus characters wait for the player's operation withoutmoving.

Returning to FIG. 19, in the subsequent step S6, a process of displayingthe operation circle 62 indicating that the focus character is beingcontrolled is performed. FIG. 21 is a flowchart illustrating in detailan operation circle displaying process of step S6. In FIG. 21,initially, the in-operation flag 257 is set as “ON” in step S31. Next,the operation circle 62 having the focus character at the center thereofis generated in step S32. This is the end of the operation circledisplaying process.

Returning to FIG. 19, in the subsequent step S7, the screen writingprocess is performed. Thereby, the operation circle 62 and the like aredisplayed. In the subsequent step S8, it is determined whether or notthe game is to be ended. When a game end condition is not satisfied (Noin step S8), the process is returned to step S2. On the other hand, whenthe game end condition is satisfied (Yes in step S8), the game processis ended.

Next, a process (step S12) performed when it is determined in step S2that touch input is not made (No in step S2) will be described. Theprocess is performed when the stick 16 is removed from the touch panel15, that is, when a touch-off is performed. Here, the input coordinatelist 252 is initialized. Further, when the in-operation flag 257 is setas ON, the in-operation flag 257 is set as OFF, and the operation circle62 is erased. Instead of the operation circle 62, the instructionwaiting circle 61 is generated. At this time, an area enclosed by theinstruction waiting circle 61 is set as the hit determination area forthe array. That is, when a player is touching the array (correspondingto the focus characters or an area enclosed by the instruction waitingcircle 61), the yellow operation circle 62 is displayed and the arraycan be moved. At a time of the stick 16 being removed by the player, theyellow operation circle 62 is changed to the red instruction waitingcircle 61, and at the same time the array stops and waits for theplayer's operation. On the other hand, when the in-operation flag 257 isset as OFF and focus characters form the array, the instruction waitingcircle 61 is generated so as to enclose the focus characters. When nofocus character is present, the touch-off process is ended. This is theend of the touch-off process of step S12 shown in FIG. 19.

Next, a process performed when it is determined in step S3 that theoperation is being continued (No in step S3) will be described.Initially, it is determined instep S9 whether or not the in-operationflag 257 is set as ON. When it is determined in step S9 that thein-operation flag 257 is set as ON (Yes in step S9), it indicates thatthe focus character (array) is being controlled by the player. In thiscase, an in-operation process of step S10 described below is performed.

A process of step S10 will be described with reference to FIGS. 22 to27. FIG. 22 is a flow chart illustrating in detail the in-operationprocess of step S10. In the in-operation process, it is determinedwhether or not one or more objects are enclosed by an input trackobtained by making a series of inputs using the stick 16, that is,whether or not the input track intersects itself to form an enclosedarea, and thereafter an action process is performed according to thedetermination result.

In FIG. 22, initially, a process of displaying the input trackindication 51 on the screen is performed in step S41. The process ofstep S41 does not directly relate to the game program disclosed hereinand step S41 is not described. Next, in step S42, it is determinedwhether or not the number of pieces of coordinate data contained in theinput coordinate list 252 is less than three. When it is determined thatthe number of pieces of coordinate data is less than three (Yes in stepS42), the in-operation process is ended. This is because at least twoline segments cannot be obtained in this case. The minimum number ofline segments required in the intersection determination process forinput track described later is two. On the other hand, when it isdetermined in step S42 that the number of pieces of coordinate datacontained in the input coordinate list 252 is three or more (No in stepS42), the process is advanced to the next step S43.

In step S43, a line segment Hn is obtained by connecting the (n−1)thcoordinate point to the n-th coordinate point according to the inputcoordinate list 252. Here, the line segment refers to a line connectingtwo coordinate points. In the subsequent step S44, a compensating linesegment K is calculated by multiplying a length of the line segment Hnby k, and the compensating line segment K having been calculated istemporality stored in the RAM 24. Here, the line segment Hn and thecompensating line segment K have a same starting coordinate point butdifferent end coordinate points from each other. That is, thecompensating line segment K is obtained by extending the line segmentHn. k is a predetermined value.

Next, in step S45, the line segment Hn calculated in step S43 is set asa line segment W which is an argument used for the intersectiondetermination process described below. Subsequently, in step S46, it isdetermined whether or not the line segment W intersects the input track,that is, whether or not the input track forms an enclosed area.

FIG. 23 is a flow chart illustrating in detail the intersectiondetermination process of step S46. In the intersection determinationprocess, it is determined whether or not a line segment (line segment W)passing through a most recently inputted coordinate point intersectsanother line segment among a plurality of line segments each connectingtwo coordinate points adjacent to each other according to the inputcoordinate list 252.

In FIG. 23, initially, the intersection flag indicating whether or notthe input track intersects itself (that is, whether or not an enclosedarea is formed) is set as OFF in step S71. Subsequently, in step S72, avariable m indicating an input order in the input coordinate list is setto “1”. Next, it is determined in step S73 whether or not a value of mis equal to a value of the input order n−1 in the input coordinate list252. That is, it is determined in step S73 whether or not the value of mis equal to a value of the second last input order in the inputcoordinate list. When it is determined that the value of m is equal tothe value of the input order n−1 (Yes in step S73), the intersectiondetermination process is ended. Thereby, a determination as to whetheror not a line segment passing through a most recently inputtedcoordinate point intersects the same line segment passing through themost recently inputted coordinate point is avoided. On the other hand,when it is determined that the value of m is not equal to the value ofthe input order n−1 (No in step S73), a line segment L connecting them-th coordinate point to the (m+1)th coordinate point is calculatedaccording to the input coordinate list 252 in step S74. Next, in stepS75, it is determined whether or not the line segment L intersects theline segment W. For example, it is determined whether or not anintersection of the line segment L and the line segment W can bedetected, thereby determining whether or not the line segment Lintersects the line segment W. The method for determining whether or notthe line segment L intersects the line segment W is not restrictedthereto. For example, when two coordinate points of the line segment Ware on both sides of the line segment L, respectively, that is, the linesegment L is positioned between the two coordinate points of the linesegment W, it can be determined that the line segment L intersects theline segment W.

When it is determined in step S75 that the line segment L does notintersect the line segment W (No in step S75), m is incremented by onein step S76 and the process is returned to step S73. That is, firstly,it is determined whether or not a line segment connecting a firstcoordinate point to a second coordinate point intersects the linesegment W according to the input coordinate list. Subsequently, it isdetermined whether or not a line segment connecting a second coordinatepoint to a third coordinate point intersects the line segment Waccording to the input coordinate list, then it is determined whether ornot a line segment connecting a third coordinate point to a fourthcoordinate point intersects the line segment W according to the inputcoordinate list, and thereafter the determination is performed using thesubsequent coordinate points in the same manner. On the other hand, whenit is determined that the line segment L intersects the line segment W(Yes in step S75), the intersection flag is set as ON in step S77. Thisis the end of the intersection determination process.

Returning to FIG. 22, subsequent to the intersection determinationprocess of step S46, it is determined in step S47 whether or not theintersection flag is set as ON. When it is determined that theintersection flag is set as ON (Yes in step S47), that is, it isdetermined that the input track forms an enclosed area, the process isadvanced to step S51. On the other hand, when it is determined that theintersection flag is set as OFF (No in step S47), the compensating linesegment K calculated in step S45 is set as the line segment W in stepS48. Next, the aforementioned intersection determination process isperformed in step S49. That is, it is determined whether or not thecompensating line segment K intersects a line segment of the inputtrack. This determination is performed, for example, for the followingreason. Although a player thinks that the player has performed anoperation for enclosing the opponent character 43, the enclosed area maynot have been formed because the input track is slightly too short tocompletely form the enclosed area as shown in FIG. 24. Even in thiscase, that is, even in a case where the input track is slightly tooshort to completely form the enclosed area, a line segment having beenfinally obtained is extended, thereby determining that the enclosed areais written. When the input track is as shown in FIG. 24, a compensatedinput track as shown in FIG. 25 is recognized. As a result, the enclosedarea is determined to be formed by the compensated input track. Thereby,unfavorable impression that controllability is not good will not begiven to a player. The intersection determination process is the same asthe process of step S46 described above, and a detailed description isnot given here.

After the intersection determination process of step S49, it isdetermined in step S50 whether or not the intersection flag is set asON. When it is determined that the intersection flag is set as OFF (Noin step S50), that is, when it is determined that the enclosed area isnot formed by the compensated input track, the in-operation process isended. On the other hand, when it is determined that the intersectionflag is set as ON (Yes in step S50), that is, when it is determined thatthe enclosed area is formed by the compensated input track, it isdetermined in step S51 whether or not one or more objects are in theenclosed area on the screen. For example, when it is determined that theintersection flag is set as ON, an intersection of the line segments Wand L is set as both a starting point and an end point so as tocalculate, as the enclosed area, a polygon indicated by a lineconnecting respective coordinate points (including coordinate points onthe compensating line segment K in the case of the line segment L beingdetermined to intersect the compensating line segment) in order of timeaccording to the input coordinate list 252. A plurality of straightlines (sides) each passing through two adjacent points form the enclosedarea (polygon), and the plurality of straight lines (sides) are used asa demarcation between the enclosed area and a non-enclosed area. At thistime, when a line segment connecting a coordinate point of an object tothe center point of the enclosed area does not intersect any one of theplurality of the straight lines (sides), the object is determined to bewithin the enclosed area. In this manner, it is determined whether ornot all the objects on the screen are within the enclosed area.Alternatively, it is determined whether or not a coordinate value ofeach object is equal to each of coordinate values in the enclosed area(coordinate range), thereby determining whether or not the object iswithin the enclosed area. When no object is determined to be within theenclosed area (No in step S51), the in-operation process is ended.

On the other hand, when it is determined in step S51 that one or moreobjects are in the enclosed area (Yes in step S51), it is determined instep S52 whether or not the number of the objects in the enclosed areais at least two. When it is determined that the number of the objects inthe enclosed area is less than two, that is, the number of objects inthe enclosed area is one (No. in step S52), the task contentdetermination table 253 is referred to, and a task process according toa type of the object is started in step S53. Here, the task process is aprocess of the object in the enclosed area (hereinafter, referred to asa target object) or a focus character exerting an effect on the other.In other words, the task process does not include a process in which nochange occurs in the target object, such as a process of just orientingthe focus character toward the target object. Specifically, the taskprocess includes a process in which, when the target object is theopponent character 43 as shown in FIG. 11, the focus character attacksthe opponent character 43 as shown in FIG. 12. That is, the focuscharacter exerts such an effect as to reduce a parameter value of theopponent character 43, the parameter value representing a physicalcapacity or the like. Further, the task process includes a process ofthe opponent character 43 attacking the focus character. That is, theopponent character 43 exerts such an effect as to reduce a parametervalue of the focus character. Further, for example, the task processincludes a process in which, when the target object is the food 42, thefocus character carries the food 42 to their base, that is, the focuscharacter moves the food 42 (a coordinate value of the food 42 ischanged). Further, the task process includes a process in which, whenthe target object is the player character 41 which is not designated asthe focus character, the focus flag 256 of the player character is setas “ON” (which corresponds to change in parameter value) so as to addthe player character to the array as shown in FIGS. 13 and 14.

On the other hand, when it is determined in step S52 that a plurality ofobjects are in the enclosed area (Yes in step S52), a priority value foreach object based on a type of the object in the enclosed area isobtained referring to the task content determination table 253. Anobject of the type having the smallest priority value is set as thetarget object and the task process is started in step S53. For example,when both the opponent character and the player character are in theenclosed area, the focus character starts an attack on the opponentcharacter 43 because the opponent character has a lower priority valuethan the player character as shown in FIG. 17. When a plurality ofobjects in the enclosed area have the same type and the type indicatesthe player character 41, the plurality of objects (that is, the playercharacters 41) in the enclosed area are all added to the array. When aplurality of objects in the enclosed area have the same type and thetype indicates an object other than the player character 41, only anobject closest to the focus character among the plurality of objects isset as the target object. Alternatively, when a plurality of objects inthe enclosed area have the same type and the type indicates an objectother than the player character 41, all the objects in the enclosed areacan be sequentially designated as the target object in order of thepriority value so as to perform the task process. This is the end of thein-operation process.

Returning to FIG. 19, next, a process performed when it is determined instep S9 that the in-operation flag 257 is set as OFF will be described.When it is determined in step S9 that the in-operation flag 257 is setas OFF, it indicates that a portion of the screen other than the arrayis being kept touched. In this case, a non-in-operation processdescribed below will be performed in step S11.

FIG. 26 is a flow chart illustrating in detail the non-in-operationprocess of step S11. In FIG. 26, initially, an input track indicationprocess and a process of determining whether or not the input track madeby a player forms the enclosed area are performed in steps S41 to S50.The processes of steps S41 to S50 are the same as the processes of stepsS41 to S50 described above for the in-operation process and a detaileddescription is not given.

When it is determined instep S50 that the enclosed area is not formed,the process is advanced to a dissolution process of step S62. In thedissolution process, when an array is formed and a predeterminedcondition is satisfied, a process for dissolving the array is performed.The process of step S62 does not directly relate to the game programdisclosed herein and the detailed description is not given.

On the other hand, when it is determined in step S47 or S50 that theenclosed area is formed (Yes in step S47 or S50), an array formingprocess is performed in step S61. FIG. 27 is a flow chart illustratingin detail the array forming process of step S61. In FIG. 27, initially,it is determined in step S81 whether or not one or more playercharacters which are not designated as the focus character are in theenclosed area. When it is determined that the player character 41 whichis not designated as the focus character is not in the enclosed area (Noin step S81), the array forming process is ended. On the other hand,when one or more player characters 41 which are not designated as thefocus character are in the enclosed area (Yes in step S81), it isdetermined in step S82 whether or not one or more focus characters arepresent. When one or more focus characters are present (Yes in stepS82), a process of adding, to the array, the player character 41 whichis not designated as the focus character and is in the enclosed area isstarted instep S83. When no focus character is present (No in step S82),the player characters 41 which are not designated as the focus characterand are in the enclosed area form an array in step S84. In step S84, theplayer characters 41 in the enclosed area have their focus flags set asON so as to be gathered into one place and enclosed by the operationcircle 62 for display. The process of step S84 does not directly relateto the game program disclosed herein, and the detailed description isnot given. This is the end of the non-in-operation process.

Returning to FIG. 19, subsequent to the non-in-operation process of stepS11, the screen writing process of step S7 described above is performed.Next, it is determined in step S8 whether or not a game end condition issatisfied. When it is determined that the game end condition is notsatisfied (No in step S8), the process is returned to step S2 and thesame process is repeated. On the other hand, when it is determined thatthe game end condition is satisfied (Yes in step S8), the game processis ended. This is the end of the game process according to the presentembodiment.

Thus, according to the present embodiment, when a player character isbeing subjected to movement operation using the pointing device, aselection operation, which is incorporated into a process flow of themovement operation, can be performed. Therefore, an additional operationsuch as pressing a button for selection can be eliminated, therebyproviding the player with a game having improved controllability.

In the present embodiment, an operation performed using the stick 16 (ora finger) is described as an example. The operation is not restrictedthereto. For example, a mouse can be used as the pointing device. Inthis case, an operation of moving the mouse with a left button of themouse being kept pressed corresponds to an operation of moving the stick16 touching the touch panel 15 as described above. Further, an operationof removing a finger from the left button of the mouse corresponds tothe touch-off operation.

Moreover, according to the present embodiment, in the array formingprocess (step S61) for the non-in-operation process, only the playercharacter 41 is used as a target of the task process. However, an objectother than the player character can be used as a target to be processedas in the in-operation process of step S10. That is, in step S81 shownin FIG. 27, it is determined whether or not one or more objects are inthe enclosed area regardless of whether or not the objects are theplayer characters. When it is determined that one or more objects are inthe enclosed area and the focus characters are present, the task processmay be performed between the focus characters and the object in theenclosed area. On the other hand, when it is determined that one or moreobjects are in the enclosed area and no focus character is present, noprocess may be performed.

Furthermore, according to the present embodiment, the task process canbe included in a process for enclosing an object during movement of thefocus character. The object may not be selected by being enclosed. Forexample, when the input track passes through an object to be selected asa target of the task process, the task process may be started. In thiscase, it is determined whether or not the input track passes through thehit determination area of each object. When the input track passesthrough the hit determination area, the task process may be started.

While the present invention has been described in detail, the foregoingdescription is in all aspects illustrative and not restrictive. It isunderstood that numerous other modifications and variations can bedevised without departing form the scope of the invention.

What is claimed is:
 1. A non-transitory storage medium having storedthereon a game program which causes a computer, in a game apparatuscomprising a pointing device for indicating a position on a displayscreen on which a game image is displayed, to execute: a coordinatedetection step which detects, at regular time intervals and based onoutput signals from the pointing device, a series of coordinate valueseach of which values is inputted through the pointing device andindicates a position on the display screen; a first control step whichcontrols a first object displayed on the display screen based on theoutput signals from the pointing device; a selection determination stepwhich determines, based on the series of coordinate values detected atthe coordinate detection step and while the first object is beingcontrolled at the first control step, whether or not a second objectdisplayed on the display screen has been selected; and an action controlstep which controls the second object to move toward a position of thefirst object, when the selection determination step determines that thesecond object has been selected.
 2. The non-transitory storage mediumhaving stored thereon the game program, according to claim 1, whereinthe game program further causes the computer to execute a movementcontrol step which controls, based on the series of coordinate valuesdetected at the coordinate detection step, the first object and thesecond object having moved at the action control step to collectivelymove in a unified manner.
 3. The non-transitory storage medium havingstored thereon the game program, according to claim 1, wherein the gameprogram further causes the computer to execute: a second control stepwhich controls, based on the output signals from the pointing device,the first object and the second object; the selection determination stepwhich determines, based on the series of coordinate values detected atthe coordinate detection step and when the first object and the secondobject are being controlled at the second control step, whether or not athird object displayed on the display screen has been selected, and theaction control step further controls, when the selection determinationstep determines that the third object has been selected, one of thethird object, or the first and second objects, to perform apredetermined action on the other of the third object, and the first orsecond objects,
 4. The non-transitory storage medium having storedthereon the game program, according to claim 1, wherein when theselection determination step determines that the second object has beenselected, the action control step adds the second object to an arraythat includes the first object.
 5. A game apparatus including a displayscreen, a pointing device controlled by a player to indicate positionson the display screen and a computer which executes a game programstored to be accessible by the game apparatus to cause the computer togenerate virtual objects to be displayed on the display screen, whereinexecution of the game program causes the game apparatus to: detect aseries of coordinate values inputted to the game apparatus by thepointing device, wherein each coordinate value indicates a position onthe display screen; control a first object displayed on the displayscreen based on the series of coordinate values; determine whether asecond object displayed on the display screen is selected based on theseries of coordinate values, wherein the determination of the selectionof the second object is made while the first object is being controlled,and moving the second object towards the first object in response to thedetermination that the second object has been selected.
 6. The gameapparatus of claim 5 wherein the game program, when executed by thecomputer, further causes the game apparatus to move the first object andthe second object in unison and based on the series of coordinatevalues.
 7. The game apparatus of claim 5 wherein the game program, whenexecuted by the computer, further causes the game apparatus to:determine whether a third object displayed on the display screen isselected based on an additional series of coordinate values detectedbased on inputs by the pointing device and while the first object andthe second object are being controlled by the pointing device, andperform a predetermined action on at least one of the third object, thefirst object and the second object in response to the determination thatthe third object is selected.
 8. The game apparatus as in claim 5wherein the game program, when executed by the computer, further causesthe game apparatus to add the second object to an array including thefirst object in response to the determination that the second object hasbeen selected.
 9. A game system including a display screen, a pointingdevice controlled by a player to indicate positions on the displayscreen, a non-transitory storage medium and a computer executing a gameprogram stored on the non-transitory storage medium, wherein executionof the game program causes the game system to: detect a series ofcoordinate values corresponding to positions on the display screenindicated by the pointing device; controlling a first object displayedon the display screen using the pointing device; selecting a secondobject displayed on the display screen based on the series of coordinatevalues and while the first object is being controlled, and moving thesecond object towards the first object in response to the selection ofthe second object.
 10. The game system of claim 9 wherein the gameprogram, when executed by the computer, further causes the game systemto move the first object and the second object in unison and based onadditional coordinate values indicated by the pointing device pointingto the display screen.
 11. The game system of claim 9 wherein the gameprogram, when executed by the computer, further causes the gameapparatus to: determine whether a third object displayed on the displayscreen is selected based on an additional series of coordinate valuesdetected based on inputs by the pointing device and while the firstobject and the second object are controlled by the pointing device, andperform a predetermined action on at least one of the third object, thefirst object and the second object in response to the determination thatthe third object is selected.
 12. The game system of claim 9 wherein thegame program, when executed by the computer, further causes the gameapparatus to add the second object to an array including the firstobject.
 13. A method for controlling objects of a game shown on adisplay screen using a pointing device controlled by a player, themethod comprises: controlling a first object displayed on the displayscreen using the pointing device; detecting a series of coordinatevalues corresponding to positions on the display screen indicated by thepointing device; selecting a second object displayed on the displayscreen based on the series of coordinate values and while the firstobject is being controlled, and moving the second object towards thefirst object in response to the determination that the second object hasbeen selected.
 14. The method of claim 13 further comprising moving thefirst object with the second object based on additional coordinatevalues indicated by the pointing device while pointing to the displayscreen.
 15. The method of claim 13 further comprising: determiningwhether a third object displayed on the display screen is selected basedon an additional series of coordinate values detected based on inputs bythe pointing device and while the first object and the second object areboth controlled by the pointing device, and performing a predeterminedaction on at least one of the third object, the first object and thesecond object in response to the determination that the third object isselected.
 16. The method of claim 13 further comprising including thesecond object in an array having the first object.